Fans of difficult video games will no doubt have heard of Cuphead. This platformer pits players against a menagerie of brutal bosses that get tougher with each encounter. After Cuphead and Mugman lose a bet to the Devil, they're tasked with collecting the souls of his debtors to save their skin. Those interested in a game that's both beautiful and challenging will be right at home what Studio MDHR's masterpiece.

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One of the last bosses found in Inkwell Isle Three is the Phantom Express. This possessed train houses a handful of mischievous ghosts. To collect their soul contracts, Cuphead and Mugman must defeat each of them in one of the game's most harrowing encounters. Make sure you're ready to take on these ghouls with our in-depth guide.

Preparations

Before heading into Railroad Wrath, you'll want to make sure that Cuphead is equipped with the following gear to make this boss fight easier. We've found that the Charge Shot, Spread Shot, Coffee, and Super I make for an excellent combination when taking on the Phantom Express.

Blind Specter

Cuphead Blind Specter

Phase One pits Cuphead against the Blind Specter. Cuphead will be riding a cart that can be moved left or right by parrying its two pink connecting pieces in this battle. For the first phase, leave the cart as is.

The Blind Specter will fire off floating eyeballs using his Eye for an Eye attack. They'll bob from high to low (shown below,) hurting Cuphead if he touches them. Equip the Spread Shot and move to the front of the cart. Fire the Spread Shot repeatedly to break the eyeballs and damage the Blind Spector simultaneously.

Cuphead Blind Specter boss fight

Keep an eye out for the Pumpkimps that fly in from off-screen. They'll carry pink bricks that can be parried. Failing to parry these items will allow the minions to drop the bricks onto connecting pieces, moving the cart around.

It would be best if you kept the cart positioned in a place that keeps Cuphead safe, as ending up in the wrong spot can allow for easy damage. Once the Blind Specter retreats, move the cart to the center of the track and prepare for the next enemy.

The Conductor

Cuphead Conductor boss fight

In Phase Two, Cuphead will face the Conductor. This boss will use three cars to spawn his head and arms. It'll attack using its Skeletal Slam; this will allow the Conductor to crush anything beneath his two fists. Switch to the Charge Shot and unload on the skull, as this is the weak point.

Keep an eye out for the Pumpkimps, as they'll continue to spawn into this phase of the fight. Don't let them move the cart directly below a fist, or Cuphead is guaranteed to take a hit during the Skeletal Slam.

Cuphead Blind Specter boss fight

After each Skeletal Slam, the Conductor will swap his body parts' placement, moving each piece to a random location. This is why it's important to keep the sides free of debris. After a section of the cart has been parried, there is a brief window where the cart cannot move it.

You'll want the cart to have a full range of motion in for when the Conductor moves. Keep hitting him with the charge shot until he retreats. Eventually, he'll swap in the next poltergeist. Move the cart back to the center of the track to prepare.

Lollipop Ghouls

Cuphead Lollipop Ghouls

In Phase Three, Cuphead faces the Lollipop Ghouls. These enemies bot have a separate health pool and have to be defeated individually. When the phase starts, make sure you have the Charge Shot equipped. Lock Cuphead in place and fire a shot off at the head of your choice to get some damage in before they have a chance to attack.

Lollipop Ghouls boss fight

After a short spawn period, the Lollipop Ghouls will use their Blazin' Beams attack. They'll shoot an energy beam from their mouths as one of the heads disconnects from its handle to move across the field. Keep an eye out for the head that inhales deeply; that's the one that will attack.

There will be a new minion type as well with the Spooks. These ghosts will follow Cuphead until they take damage and are released from their sheets. Keep an eye out for the pink skull that spawns once they're destroyed. Try to parry it before it can move the cart, putting Cuphead in the line of fire. These will fall directly down from where Cuphead beat the ghost, so don't worry about it following Cuphead again.

Lollipop Ghouls

When the Lollipop Ghouls start this phase, switch back to the Spread Shot and fire on the head that isn't attacking when you've gained some distance. Try to focus on one head at a time. This phase becomes much easier once one of the ghouls dies. After every Blazin' Beam, return to the middle of the field, as the attack comes randomly. Once both heads melt away, the final ghost will make its entrance.

Head of the Train

Cuphead Head of the Train

The Final Phase will introduce the Head of the Train. This boss is the trickest of the bunch and can't take damage initially, so save your shots until after he separates himself from the other train cars. If you've got a Super, make sure to save it for this phase, as it's the one you'll want to power through the quickest.

Head of the Train boss fight

Once the Head of the Train circles back around, he'll be running high above the cart Cuphead's riding. You'll notice a glowing furnace in the center of his body. Until that is open, Cuphead cannot damage this boss.

Head of the Train boss fight

Cuphead will have to parry the train's pink tail to open the furnace and reveal this boss's heart. Once it's in range, hop up and attack slap the bulb to open up the Head of the Train's Center compartment.

Head of the Train boss fight

With the center opened, Cuphead can damage the train. Use the Spread Shot to do consistent damage. This boss will move around constantly, so it's better to go with the option that can deal out consistent damage.

Head of the Train boss fight

Keep an eye out for the boss's Fire Flurry attack, as it sends out Fireballs that rain down from above and Bone Boomerangs that will fly inward once they're level with Cuphead. Be prepared to jump out of the way of these projectiles, aiming at the centerpiece of the Train as often as possible.

The train may close after some time, so be prepared to parry the tail if it attempts to lock its vulnerable piece away again. Eventually, the Train Head will collapse, giving Cuphead another soul contract to add to his collection.

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